def generateToonMoveTrack(self, toon):
     node = NodePath("tempNode")
     displacement = Vec3(toon.getPos(render) - self.getPos(render))
     displacement.setZ(0)
     displacement.normalize()
     movieDistance = self.movieNode.getDistance(self.rotateNode)
     displacement *= movieDistance
     node.reparentTo(render)
     node.setPos(displacement + self.getPos(render))
     node.lookAt(self)
     heading = PythonUtil.fitDestAngle2Src(toon.getH(render), node.getH(render))
     hpr = toon.getHpr(render)
     hpr.setX(heading)
     finalX = node.getX(render)
     finalY = node.getY(render)
     finalZ = node.getZ(render)
     node.removeNode()
     toonTrack = Sequence(
         Parallel(
             ActorInterval(toon, "walk", loop=True, duration=1),
             Parallel(
                 LerpPosInterval(toon, 1.0, Point3(finalX, finalY, toon.getZ(render)), fluid=True, bakeInStart=False)
             ),
             LerpHprInterval(toon, 1.0, hpr=hpr),
         ),
         Func(toon.loop, "neutral"),
     )
     return toonTrack
예제 #2
0
 def generateToonMoveTrack(self, toon):
     node = NodePath('tempNode')
     displacement = Vec3(toon.getPos(render) - self.getPos(render))
     displacement.setZ(0)
     displacement.normalize()
     movieDistance = self.movieNode.getDistance(self.rotateNode)
     displacement *= movieDistance
     node.reparentTo(render)
     node.setPos(displacement + self.getPos(render))
     node.lookAt(self)
     heading = PythonUtil.fitDestAngle2Src(toon.getH(render),
                                           node.getH(render))
     hpr = toon.getHpr(render)
     hpr.setX(heading)
     finalX = node.getX(render)
     finalY = node.getY(render)
     finalZ = node.getZ(render)
     node.removeNode()
     toonTrack = Sequence(
         Parallel(
             ActorInterval(toon, 'walk', loop=True, duration=1),
             Parallel(
                 LerpPosInterval(toon,
                                 1.0,
                                 Point3(finalX, finalY, toon.getZ(render)),
                                 fluid=True,
                                 bakeInStart=False)),
             LerpHprInterval(toon, 1.0, hpr=hpr)),
         Func(toon.loop, 'neutral'))
     return toonTrack
예제 #3
0
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(
            path + 'actor', {
                'idle': path + 'idle_anim',
                'down': path + 'down_anim',
                'up': path + 'up_anim',
                'bodyHitBack': path + 'bodyHitBack_anim',
                'bodyHitFront': path + 'bodyHitFront_anim',
                'headHitBack': path + 'headHitBack_anim',
                'headHitFront': path + 'headHitFront_anim'
            })
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'down', loop=0)),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'up', loop=0)),
            Func(self.actor.loop, 'idle'),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(
            math.sin((self.bounceOffset + task.time) * self.bounceSpeed) *
            self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot=False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType='easeOut'), Wait(0.175)),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(setSplatAlpha,
                                 duration=1.0,
                                 fromData=1.0,
                                 toData=0.0,
                                 blendType='easeOut'))),
                Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale=1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Task.sequence(
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'), Task.pause(0.25),
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            Task.Task(self.__hideHitScoreTask))
        taskMgr.add(seq, 'PartyCogHpText' + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()
        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
예제 #4
0
class PartyCog(FSM):
    notify = directNotify.newCategory("PartyCog")

    HpTextGenerator = TextNode("HpTextGenerator")
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id

        FSM.__init__(self, "PartyCogFSM-%d" % self.id)

        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0

        self.load()
        self.request("Down")

    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request("Off")
        self.clearHitInterval()

        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None

        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None

        if self.root is not None:
            self.root.removeNode()
            self.root = None

        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None

        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None

        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None

        del self.upSound
        del self.pieHitSound

#===============================================================================
# FSM States
#===============================================================================

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)

        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime

        taskMgr.add(updateTask, "PartyCog.update-%d" % self.id)

    def exitActive(self):
        taskMgr.remove("PartyCog.update-%d" % self.id)
        taskMgr.remove("PartyCog.bounceTask-%d" % self.id)

        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType="easeInOut")
        self.resetRollIval.start()

        self.actor.stop()

    def enterDown(self):
        if self.oldState == "Off":
            downAnimControl = self.actor.getAnimControl("down")
            self.actor.pose("down", downAnimControl.getNumFrames() - 1)
            return

        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "down", loop=0),
            ),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "up", loop=0),
            ),
            Func(self.actor.loop, "idle"),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == "Down":
            return None
        else:
            return self.defaultFilter(request, args)

#------------------------------------------------------------------------------

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0

        self.root.setR(angle)

        #        if self.id == 0:
        #            print angle

        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)

        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)

        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0

        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)

        self.root.setH(self.currentFacing)

        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, "PartyCog.bounceTask-%d" % self.id)

    def bounce(self, task):
        #self.root.setH(self.root.getH() - self.rotateSpeed)
        self.root.setZ((math.sin((self.bounceOffset + task.time) *
                                 self.bounceSpeed) * self.bounceHeight) +
                       self.heightShift)

        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        """The toon hit us, react appropriately."""
        assert (self.notify.debugStateCall(self))

        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)

            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            #self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()

    def __showSplat(self, position, direction, hot=False):
        """Show the splat graphic and sound."""
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()

        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)

        if not direction == 1.0:
            #self.splat.setColorScale(Vec4(0.0, 0.0, 50.0, 1.0))
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = "HitFront"
            else:
                facing = "HitBack"
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            #self.splat.setColorScale(Vec4(1.0, 0.6, 0.08, 1.0))
            if self.currentFacing > 0.0:
                facing = "HitBack"
            else:
                facing = "HitFront"

        if hot:
            targetscale = 0.75
            part = "head"
        else:
            targetscale = 0.5
            part = "body"

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, "idle"),
        )
        self.hitInterval.start()

        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType="easeOut"),
                        Wait(0.175),
                    ),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(
                            setSplatAlpha,
                            duration=1.0,  #0.4,
                            fromData=1.0,
                            toData=0.0,
                            blendType="easeOut"))),
                Func(self.splat.cleanup),
                Func(self.splat.removeNode),
            ))
        self.kaboomTrack.start()

    def showHitScore(self, number, scale=1):
        """
        Shows the hit score.
        Borrowed from otp.avatar.DistributedAvatar.showHpText
        """
        if number <= 0:
            return

        # Get rid of the number if it is already there.
        if self.hpText:
            self.hideHitScore()

        # Set the font
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())

        # Show both negative and positive signs
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText("+" + str(number))

        # No shadow
        self.HpTextGenerator.clearShadow()

        # Center the number
        self.HpTextGenerator.setAlign(TextNode.ACenter)

        # Red, always
        #if number < 0:
        r = 1  #0.9
        g = 1  #0
        b = 0
        a = 1

        self.HpTextGenerator.setTextColor(r, g, b, a)

        self.hpTextNode = self.HpTextGenerator.generate()

        # Put the hpText over the head of the avatar
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        # Make sure it is a billboard
        self.hpText.setBillboardPointEye()
        # Render it after other things in the scene.
        self.hpText.setBin('fixed', 100)

        # Initial position ... Center of the body... the "tan tien"
        self.hpText.setPos(self.root, 0, 0, self.height / 2)

        # Black magic from the early days of Panda3D, later replaced by a Sequence
        seq = Task.sequence(
            # Fly the number out of the character
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'),
            Task.pause(0.25),
            # Fade the number
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            # Get rid of the number
            Task.Task(self.__hideHitScoreTask))

        taskMgr.add(seq, "PartyCogHpText" + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()

        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove("PartyCogHpText" + str(self.id))
            self.hpText.removeNode()
            self.hpText = None

    def getHeadLocation(self):
        (self.actor.getJoints(jointName="head")[0]).getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        #print self.head_locator.getZ()

        return self.head_locator.getZ(self.root)
예제 #5
0
파일: fpsTest.py 프로젝트: croza/RR2
class thirdPerson(DirectObject):
    def __init__(self, parserClass, mainClass, mapLoaderClass, modelLoaderClass):
        self.switchState = False

        # self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph",
            {"run": "data/models/units/ralph/ralph-run", "walk": "data/models/units/ralph/ralph-walk"},
        )
        self.ralph.reparentTo(render)
        # 		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode("ralphRay")
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
        # self.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # Uncomment this line to see the collision rays
        # 		self.ralphGroundColNp.show()
        # 		self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # 		self.cTrav.showCollisions(render)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        taskMgr.add(self.move, "movingTask", extraArgs=[mainClass, parserClass, mapLoaderClass, modelLoaderClass])

        # Records the state of the arrow keys

    def setKey(self, key, value):
        self.keyMap[key] = value

    def move(self, mainClass, parserClass, mapLoaderClass, modelLoaderClass):
        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if self.keyMap["left"] != 0:
            self.ralph.setH(self.ralph.getH() + elapsed * 300)
        if self.keyMap["right"] != 0:
            self.ralph.setH(self.ralph.getH() - elapsed * 300)
        if self.keyMap["forward"] != 0:
            self.ralph.setY(self.ralph, -(elapsed * 50))  # 25))
        if self.keyMap["backward"] != 0:
            self.ralph.setY(self.ralph, +(elapsed * 20))

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True

        elif self.keyMap["backward"] != 0:
            if self.isMoving is False:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

                # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ()))

        if (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:4] == "tile"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())

        elif (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:5] == "solid"):
            self.ralph.setPos(startpos)
            x = int(
                entries[0]
                .getIntoNode()
                .getName()[len(entries[0].getIntoNode().getName()) - 6 : len(entries[0].getIntoNode().getName()) - 4]
            )
            y = int(entries[0].getIntoNode().getName()[len(entries[0].getIntoNode().getName()) - 2 :])
            if mapLoaderClass.tileArray[y][x].drillTime != None:
                mainClass.changeTile(mapLoaderClass.tileArray[y][x], 0, parserClass, modelLoaderClass, mapLoaderClass)
        else:
            self.ralph.setPos(startpos)

        self.ralph.setP(0)
        return Task.cont
예제 #6
0
class DistributedFort(DistributedBattleAvatar.DistributedBattleAvatar):
    notify = directNotify.newCategory("DistributedFort")
    endingR = 60
    zeroHpR = 90
    HpTextGenerator = TextNode("HpTextGenerator")
    HpTextEnabled = 1

    def __init__(self, cr):
        DistributedBattleAvatar.DistributedBattleAvatar.__init__(self, cr)
        self.island = None
        self.name = PLocalizer.NavyFortName
        self.level = 1
        self.meterHp = self.maxHp
        self.hpMeter = None
        self.meterMp = 0
        self.maxMojo = 0
        self.currentAttack = 0
        self.drawbridges = []
        self.smoke = None
        self.islandRequest = None
        self.islandDependedObjectsSetup = 0
        self.hpTextNodes = []
        self.hpTextIvals = []

    def delete(self):
        DistributedBattleAvatar.DistributedBattleAvatar.delete(self)
        if self.smoke:
            self.smoke.destroy()
            self.smoke = None

        if self.hpMeter:
            self.hpMeter.destroy()
            self.hpMeter = None

        if self.islandRequest:
            self.cr.relatedObjectMgr.abortRequest(self.islandRequest)

    def setIslandId(self, islandId):
        self.islandId = islandId

    def getNameText(self):
        return ""

    def setObjKey(self, objKey):
        self.objKey = objKey

    def loadModel(self):
        DistributedBattleAvatar.DistributedBattleAvatar.loadModel(self)

    def createGameFSM(self):
        self.gameFSM = BattleAvatarGameFSM.BattleAvatarGameFSM(self)

    def announceGenerate(self):
        self.notify.debug("announceGenerate")
        self.battleTubeRadius = 50.0
        self.battleTubeHeight = 100.0
        DistributedBattleAvatar.DistributedBattleAvatar.announceGenerate(self)
        self.cr.relatedObjectMgr.abortRequest(self.islandRequest)
        self.islandRequest = self.cr.relatedObjectMgr.requestObjects(
            [self.islandId], eachCallback=self._DistributedFort__gotIsland
        )

    def disable(self):
        DistributedBattleAvatar.DistributedBattleAvatar.disable(self)
        self.island = None
        self.fortNode = None
        self.islandDependedObjectsSetup = 0

    def _DistributedFort__gotIsland(self, island):
        self.notify.debug("__gotIsland %s" % island)
        self.islandRequest = None
        if island.lastZoneLevel == 0:
            self._DistributedFort__setupIslandDependentObjects()
        else:
            self.cr.distributedDistrict.worldCreator.registerPostLoadCall(
                self._DistributedFort__setupIslandDependentObjects
            )

    def _DistributedFort__setupIslandDependentObjects(self):
        self.notify.debug("setupIslandDependentObjects")
        if not self.areDrawbridgesLoaded():
            self.cr.distributedDistrict.worldCreator.registerPostLoadCall(
                self._DistributedFort__setupIslandDependentObjects
            )
            self.notify.debug("no drawbridges yet, registering another post load call")
            return None

        self.notify.debug("drawbridges are in render")
        self.setupCollisions()
        self.setupDrawbridges()
        self.islandDependedObjectsSetup = 1

    def readyToGo(self):
        if self.islandDependedObjectsSetup == 1:
            pass
        return self.isGenerated()

    def smoothPosition(self):
        DistributedReputationAvatar.smoothPosition(self)

    def setupCollisions(self):
        self.notify.debug("setupCollisions")
        self.island = base.cr.doId2do.get(self.islandId)
        if not self.island:
            self.notify.warning("Couldn't find island %d" % self.islandId)
            return None

        self.fortNode = self.island.find("**/=uid=%s" % self.objKey)
        if self.fortNode == self.fortNode.notFound():
            self.notify.warning("Couldn't find fort uid %s" % self.objKey)
            return None

        allColls = self.fortNode.findAllMatches("**/*collision*")
        if allColls.getNumPaths() == 0:
            allColls = self.fortNode.findAllMatches("**/*Col_*")

        oldBitMask = allColls.getCollideMask()
        newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
        allColls.setCollideMask(newBitMask)
        for index in xrange(allColls.getNumPaths()):
            nodePath = allColls[index]
            nodePath.setTag("objType", str(PiratesGlobals.COLL_FORT))
            nodePath.setTag("fortId", str(self.doId))

    def getNameText(self):
        pass

    def gotHitByProjectile(self, hitObject, entry, skillId, ammoSkillId):
        fn = entry.getFromNodePath()
        fortId = fn.getNetTag("fortId")
        if fortId:
            fortId = int(fortId)

        if fortId == self.doId:
            return None

        if fortId and fortId > 0:
            return None

        self.sendHitByProjectile(skillId, ammoSkillId)

    def sendHitByProjectile(self, skillId, ammoSkillId):
        if self.hp > 0:
            self.sendUpdate("hitByProjectile", [skillId, ammoSkillId])

    def getLevel(self):
        return self.level

    def setupHpMeter(self):
        if self.hpMeter:
            return None

        zAdj = 50
        self.smokeZAdj = zAdj
        self.fortPart = self.fortNode.find("**/top_interior_wall_collision")
        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find("**/col_TopFloor1")

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find("**/pPlane4")
            zAdj = 150
            self.smokeZAdj = 100

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find("**/*tower*")

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find("**/*buttress*")

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find("**/*floor*")

        fortPartBounds = self.fortPart.getBounds()
        self.hpAnchor = NodePath("hpAnchor")
        self.hpAnchor.setPos(fortPartBounds.getApproxCenter())
        self.hpAnchor.setZ(self.hpAnchor.getZ() + zAdj)
        self.hpAnchor.reparentTo(self.fortNode)
        self.hpMeter = HpMeter.HpMeter(fadeOut=0, parent=self.hpAnchor, originAtMidPt=True)
        self.hpMeter.setScale(200)
        self.hpMeter.setBin("fixed", 130)
        self.hpMeter.setDepthWrite(False)
        myEffect = BillboardEffect.make(Vec3(0, 0, 1), True, False, 150, NodePath(), Point3(0, 0, 0))
        self.hpMeter.node().setEffect(myEffect)
        self.hpMeter.update(self.hp, self.maxHp)
        self.hideFortHpMeter()

    def setHp(self, hp, quietly=0):
        DistributedBattleAvatar.DistributedBattleAvatar.setHp(self, hp, quietly)
        if self.isGenerated():
            if not self.hpMeter:
                self.setupHpMeter()

            self.hpMeter.update(self.hp, self.maxHp)
            if self.drawbridges:
                self.updateDrawbridges()

            if self.hp < self.maxHp:
                self.updateSmoke()

            if self.hp <= 0:
                self.hpMeter.hide()

    def takeDamage(self, hpLost, pos, bonus=0):
        DistributedBattleAvatar.DistributedBattleAvatar.takeDamage(self, hpLost, pos, bonus)

    def died(self):
        if self.cr and self.cr.wantSpecialEffects != 0:
            shipDebrisEffect = ShipDebris.getEffect()
            if shipDebrisEffect and not self.hpAnchor.isEmpty():
                shipDebrisEffect.reparentTo(self.hpAnchor)
                shipDebrisEffect.setZ(shipDebrisEffect.getZ() - self.smokeZAdj)
                shipDebrisEffect.endPlaneZ = 0
                shipDebrisEffect.play()

    def hideFortHpMeter(self):
        if self.hpMeter:
            self.hpMeter.hide()

    def showFortHpMeter(self):
        if self.hpMeter:
            self.hpMeter.show()

    def getInventory(self):
        pass

    def setupDrawbridgeCollisions(self, dbName, drawbridge):
        curNodePath = drawbridge
        oldBitMask = curNodePath.getCollideMask()
        newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
        newBitMask = newBitMask & ~(PiratesGlobals.ShipCollideBitmask)
        curNodePath.setCollideMask(newBitMask)
        curNodePath.setTag("objType", str(PiratesGlobals.COLL_FORT))
        curNodePath.setTag("fortId", str(self.doId))
        shipCollider = drawbridge.find("**/*shipcollide*;+s")
        if shipCollider.isEmpty():
            self.notify.warning("setupDrawbridgeCollisions could not find ship collider for %s" % dbName)

        tempStr = "drawbridge_pier"
        lenTemp = len(tempStr)
        suffix = dbName[lenTemp:]
        otherParts = (
            "crane_island",
            "crane1_island",
            "drawbridge_fort",
            "crane_fort",
            "crane1_fort",
            "drawbridge_fort",
        )
        for otherPart in otherParts:
            nodeName = otherPart + suffix
            curNodePath = render.find("**/%s" % nodeName)
            if curNodePath.isEmpty():
                self.notify.warning("setupDrawbridgeCollisions() couldn't find nodepath %s" % nodeName)
                continue
            oldBitMask = curNodePath.getCollideMask()
            newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
            curNodePath.setCollideMask(newBitMask)
            curNodePath.setTag("objType", str(PiratesGlobals.COLL_FORT))
            curNodePath.setTag("fortId", str(self.doId))

    def setupDrawbridges(self):
        if TreasureMapBlackPearlGlobals.DrawbridgeDict.has_key(self.objKey):
            dbTuple = TreasureMapBlackPearlGlobals.DrawbridgeDict[self.objKey]
            for dbName in dbTuple:
                drawbridge = render.find("**/%s" % dbName)
                if drawbridge.isEmpty():
                    self.notify.warning("couldn't find drawbridge %s" % dbName)
                    continue
                self.drawbridges.append(drawbridge)
                self.setupDrawbridgeCollisions(dbName, drawbridge)

    def areDrawbridgesLoaded(self):
        retval = True
        if TreasureMapBlackPearlGlobals.DrawbridgeDict.has_key(self.objKey):
            dbTuple = TreasureMapBlackPearlGlobals.DrawbridgeDict[self.objKey]
            for dbName in dbTuple:
                drawbridge = render.find("**/%s" % dbName)
                if drawbridge.isEmpty():
                    retval = False
                    continue

        return retval

    def updateDrawbridges(self):
        for drawbridge in self.drawbridges:
            if self.hp <= 0:
                if base.options.getSpecialEffectsSetting() >= base.options.SpecialEffectsHigh:
                    smokeEffect = SmokeExplosion.getEffect()
                    if smokeEffect:
                        smokeEffect.reparentTo(render)
                        smokeEffect.setPos(drawbridge, 0, 0, 0)
                        smokeEffect.spriteScale = 1.0
                        smokeEffect.play()

                posHprIval = LerpPosHprInterval(
                    drawbridge,
                    1.0,
                    Vec3(drawbridge.getX(), drawbridge.getY(), drawbridge.getZ() - 130.0),
                    Vec3(drawbridge.getH(), drawbridge.getP() - 360.0, drawbridge.getR() + 15),
                )
                posHprIval.start()
                continue

    def debugMissing(self):
        wi = render.find("**/whole_island")
        allChildren = wi.getChildren()
        for index in xrange(allChildren.getNumPaths()):
            np = allChildren.getPath(index)
            if not np.isHidden():
                print np
                np.hide()
                break
                continue

    def setDrawbridgesR(self, r):
        for drawbridge in self.drawbridges:
            drawbridge.setR(r)

    def setDrawbridgesLerpR(self, r):
        angle = 0
        if r == 1:
            angle = -70

        for drawbridge in self.drawbridges:
            if drawbridge.getR() == angle:
                return None

            ival = LerpHprInterval(drawbridge, 4.0, Vec3(drawbridge.getH(), drawbridge.getP(), angle))
            ival.start()

    def hideDrawbridges(self):
        for drawbridge in self.drawbridges:
            drawbridge.hide()

    def updateSmoke(self):
        if self.hp < self.maxHp:
            self.startSmoke()
            if self.smoke:
                density = 1 - float(self.hp) / self.maxHp
                self.smoke.setDensity(density)

    def startSmoke(self):
        if not self.smoke:
            self.smoke = BlackSmoke.getEffect()
            if self.smoke:
                self.smoke.reparentTo(self.hpAnchor)
                self.smoke.setZ(-(self.smokeZAdj))
                self.smoke.startLoop()

    def setupRadarGui(self):
        self.hpAnchor.setTag("avId", str(self.doId))
        self.setTeam(PiratesGlobals.NAVY_TEAM)

    def initializeBattleCollisions(self):
        pass

    def setLevel(self, level):
        self.level = level

    def printExpText(self, totalExp, colorSetting, basicPenalty, crewBonus, doubleXPBonus, holidayBonus, potionBonus):
        taskMgr.doMethodLater(
            0.5,
            self.showHpText,
            self.taskName("printExp"),
            [totalExp, 4, 6.0, 1.0, basicPenalty, crewBonus, doubleXPBonus, holidayBonus, potionBonus],
        )

    def showHpText(
        self,
        number,
        bonus=0,
        duration=2.0,
        scale=1.0,
        basicPenalty=0,
        crewBonus=0,
        doubleXPBonus=0,
        holidayBonus=0,
        potionBonus=0,
    ):
        if self.isEmpty():
            return None

        distance = camera.getDistance(self)
        scale *= max(1.0, distance / 50.0)
        height = self.hpAnchor.getZ() + 25.0
        startPos = Point3(0, 0, height / 4)
        destPos = Point3(0, 0, height / 2)
        newEffect = None

        def cleanup():
            if newEffect in self.textEffects:
                self.textEffects.remove(newEffect)

        mods = {}
        if basicPenalty > 0:
            mods[TextEffect.MOD_BASICPENALTY] = basicPenalty

        if crewBonus > 0:
            mods[TextEffect.MOD_CREWBONUS] = crewBonus

        if doubleXPBonus > 0:
            mods[TextEffect.MOD_2XPBONUS] = doubleXPBonus

        if holidayBonus > 0:
            mods[TextEffect.MOD_HOLIDAYBONUS] = holidayBonus

        newEffect = TextEffect.genTextEffect(
            self.hpAnchor,
            self.HpTextGenerator,
            number,
            bonus,
            self.isNpc,
            cleanup,
            startPos,
            destPos,
            scale,
            modifiers=mods,
        )
        if newEffect:
            self.textEffects.append(newEffect)
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
         'down': path + 'down_anim',
         'up': path + 'up_anim',
         'bodyHitBack': path + 'bodyHitBack_anim',
         'bodyHitFront': path + 'bodyHitFront_anim',
         'headHitBack': path + 'headHitBack_anim',
         'headHitFront': path + 'headHitFront_anim'})
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5, Point3(self.root.getH(), 0.0, 0.0), blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'down', loop=0)), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude = 1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10, self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10, self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot = False, direction = 1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot = False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence(Func(self.splat.showThrough), Parallel(Sequence(LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Wait(0.175)), Sequence(Wait(0.1), LerpFunc(setSplatAlpha, duration=1.0, fromData=1.0, toData=0.0, blendType='easeOut'))), Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale = 1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Sequence(self.hpText.posInterval(0.25, Point3(self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), blendType='easeOut'), Wait(0.25), self.hpText.colorInterval(0.1, Vec4(r, g, b, 0)), Func(self.__hideHitScore))
        seq.start()

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
예제 #8
0
class World(DirectObject):

    def __init__(self):
        
        self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "shoot":0}
        base.win.setClearColor(Vec4(0,0,0,1))

        # Post the instructions
        self.inst6 = addInstructions(0.95, "Mad Max's Revenge!")
        self.inst1 = addInstructions(0.90, "[ESC]: Quit")
        self.inst2 = addInstructions(0.85, "[a]: Left Turn")
        self.inst3 = addInstructions(0.80, "[d]: Right Turn")
        self.inst4 = addInstructions(0.75, "[w]: Drive Forward")
        self.inst4 = addInstructions(0.70, "[s]: Reverse")
        self.inst5 = addInstructions(0.65, "[mouse]: Fire Rocket")
        
        # Set up the environment
        #
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { Polyset keep descend }
        #
        # This tag causes the following mesh to be converted to a collision
        # mesh -- a mesh which is optimized for collision, not rendering.
        # It also keeps the original mesh, so there are now two copies ---
        # one optimized for rendering, one for collisions.  

        self.environ = loader.loadModel("Assets/Models/env")    #models/environment  
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        self.sky = loader.loadModel("Assets/Models/sky")    #models/environment  
        self.sky.reparentTo(render)
        self.sky.setPos(0,0,0)
        
        # Create the main character, player

        playerStartPos = Point3(8,14,1) #self.environ.find("**/start_point").getPos()
        enemyStartPos = Point3(-7,-8,1) #self.environ.find("**/start_point").getPos()
        #~ print enemyStartPos
        enemyStartPos.addX(1.0)
        enemyStartPos.addY(1.0)
        #~ print enemyStartPos

        
        self.player = Actor("Assets/Models/player_model", {"drive":"Assets/Models/player_drive", "fire":"Assets/Models/player_turret", "drivefire":"Assets/Models/player_both"})
        self.player.reparentTo(render)
        self.player.setScale(0.1)
        self.player.setPos(playerStartPos)
        #~ self.playerdrive=self.player.actorInterval("drive")
        #~ self.playerfire=self.player.actoraaaaaaaInterval("fire")
        #~ self.playerdrivefire=self.player.actorInterval("drivefire")
        
        # Create the enemy, Enemy
        self.enemy = Actor("Assets/Models/enemy_model", {"drive":"Assets/Models/enemy_drive", "fire":"Assets/Models/enemy_turret", "drivefire":"Assets/Models/enemy_both"})
        self.enemy.reparentTo(render)
        self.enemy.setScale(0.1)
        tex = loader.loadTexture("Assets/Models/cartexture1.png")
        self.enemy.setTexture(tex, 1)
        self.enemy.setPos(enemyStartPos)
        self.enemyrockettiming = globalClock.getFrameTime()
        #print self.enemy.getCurrentAnim()

        #print self.enemy.getCurrentAnim()
        #~ self.enemydrive=self.enemy.actorInterval("drive")
        #~ self.enemyfire=self.enemy.actorInterval("fire")
        #~ self.enemydrivefire=self.enemy.actorInterval("drivefire")
        
        self.music = loader.loadMusic("Assets/Sound/music.mp3")
        SoundInterval(self.music).loop()

        audio3d.attachSoundToObject(EnemyRunning, self.enemy)
        audio3d.attachSoundToObject(EnemyIdling, self.enemy)

        backward = self.enemy.getNetTransform().getMat().getRow3(1)
        backward.setZ(0)
        backward.normalize()
        #self.enemy.setPos(self.enemy.getPos() - backward*(50))

        #Set up the lighting
        self.playerleftlight=self.player.attachNewNode(Spotlight("playerheadleft"))
        self.playerleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.playerleftlight.node().setLens( PerspectiveLens() )
        self.playerleftlight.node().getLens().setFov( 50, 50)
        self.playerleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.playerleftlight.node().setExponent( 60.0 )
        self.playerleftlight.setPos(-1, -0.1, 1.5)
        self.playerleftlight.setHpr(180, -10, 0)
        render.setLight(self.playerleftlight)
        
        self.playerrightlight=self.player.attachNewNode(Spotlight("playerheadright"))
        self.playerrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.playerrightlight.node().setLens( PerspectiveLens() )
        self.playerrightlight.node().getLens().setFov( 50, 50)
        self.playerrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.playerrightlight.node().setExponent( 60.0 )
        self.playerrightlight.setPos(1, -0.1, 1.5)
        self.playerrightlight.setHpr(180, -10, 0)
        render.setLight(self.playerrightlight)

        self.playerlightson=1

        self.enemyleftlight=self.enemy.attachNewNode(Spotlight("enemyheadleft"))
        self.enemyleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.enemyleftlight.node().setLens( PerspectiveLens() )
        self.enemyleftlight.node().getLens().setFov( 50, 50)
        self.enemyleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.enemyleftlight.node().setExponent( 60.0 )
        self.enemyleftlight.setPos(-1, -0.1, 1.5)
        self.enemyleftlight.setHpr(180, -10, 0)
        render.setLight(self.enemyleftlight)
        
        self.enemyrightlight=self.enemy.attachNewNode(Spotlight("enemyheadright"))
        self.enemyrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.enemyrightlight.node().setLens( PerspectiveLens() )
        self.enemyrightlight.node().getLens().setFov( 50, 50)
        self.enemyrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.enemyrightlight.node().setExponent( 60.0 )
        self.enemyrightlight.setPos(1, -0.1, 1.5)
        self.enemyrightlight.setHpr(180, -10, 0)
        render.setLight(self.enemyrightlight)
        
        self.enemylightson=1
        
        self.spotlight=camera.attachNewNode(PointLight("spotlight"))
        #self.spotlight.setPos(0, 3, 0.5)
        #self.spotlight.setHpr(0, 0, 0)
        self.spotlight.node().setColor(Vec4(1, 1, 1, 1))
        #self.spotlight.node().setLens( PerspectiveLens() )
        #self.spotlight.node().getLens().setFov( 180, 120)
        self.spotlight.node().setAttenuation( Vec3( 1, 0, 0.05 ))
        #self.spotlight.node().setExponent( 60.0 )
        render.setLight(self.spotlight)
        
        self.playerlight=self.player.attachNewNode(PointLight("spotlight"))
        self.playerlight.node().setColor(Vec4(1, 1, 1, 1))
        #self.spotlight.node().setLens( PerspectiveLens() )
        #self.spotlight.node().getLens().setFov( 180, 120)
        self.playerlight.node().setAttenuation( Vec3( 1, 0, 0.05 ))
        #self.spotlight.node().setExponent( 60.0 )
        render.setLight(self.playerlight)
        
        
        self.ambientlight=self.sky.attachNewNode(AmbientLight("ambientLight"))
        self.ambientlight.node().setColor(Vec4(1, 1, 1, 1))
        self.sky.setLight(self.ambientlight)

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.
        
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("a", self.setKey, ["left",1])
        self.accept("d", self.setKey, ["right",1])
        self.accept("w", self.setKey, ["forward",1])
        self.accept("s", self.setKey, ["backward",1])
        self.accept("a-up", self.setKey, ["left",0])
        self.accept("d-up", self.setKey, ["right",0])
        self.accept("w-up", self.setKey, ["forward",0])
        self.accept("s-up", self.setKey, ["backward",0])
        self.accept("l", self.playerLights,[])
        
        self.accept("mouse1", self.setKey, ["shoot", 1])
        self.accept("mouse1-up", self.setKey, ["shoot", 0]) #self.shootRocketshootRocket

        taskMgr.add(self.playerMove,"moveTask")
        taskMgr.add(self.enemyMove,"moveTask")
        taskMgr.add(self.shoot,"shootTask")
        taskMgr.add(self.rocketCollision,"rocketCollision")

        # Game state variables
        self.prevtime = 0
        self.isMoving = False
        self.prevShotTime = 0
        self.prevEnemyMoveTime = 0

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.player.getX(),self.player.getY()+10,2)
        
        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above player's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.playerGroundRay = CollisionRay()
        self.playerGroundRay.setOrigin(0,0,1000)
        self.playerGroundRay.setDirection(0,0,-1)
        self.playerGroundCol = CollisionNode('playerRay')
        self.playerGroundCol.addSolid(self.playerGroundRay)
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        #self.playerGroundColNp.show()
        #self.camGroundColNp.show()
       
        #Uncomment this line to show a visual representation of the 
        #collisions occuring
        #self.cTrav.showCollisions(render)
        
        #Code for Enemy player
        self.enemyGroundRay = CollisionRay()
        self.enemyGroundRay.setOrigin(0,0,1000)
        self.enemyGroundRay.setDirection(0,0,-1)
        self.enemyGroundCol = CollisionNode('enemyRay')
        self.enemyGroundCol.addSolid(self.enemyGroundRay)
        self.enemyGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.enemyGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.enemyGroundColNp = self.enemy.attachNewNode(self.enemyGroundCol)
        self.enemyGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.enemyGroundColNp, self.enemyGroundHandler)
        
        self.cRocketHandler = CollisionHandlerQueue()
        
        self.worldEdge = CollisionInvSphere(0, 0, 0, 50)
        
        cNode = CollisionNode("worldEdge")
        cNode.addSolid(self.worldEdge)
        cNode.setFromCollideMask(BitMask32.allOff())
        cNode.setIntoCollideMask(BitMask32.allOn())
        self.worldEdgeNp=self.environ.attachNewNode(cNode)
        #self.cTrav.addCollider(self.worldEdgeNp, self.cRocketHandler)
        #cNP = render.attachNewNode(cNode)
        
        cNode2 = CollisionNode("wall")
        cNode2.addSolid(CollisionPlane(Plane(Vec3(-1,0,0), Point3(22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(1,0,0), Point3(-22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,-1,0), Point3(0,22.5,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,1,0), Point3(0,-22.5,0))))
        cNode2.setFromCollideMask(BitMask32.allOff())
        cNode2.setIntoCollideMask(BitMask32.allOn())
        cNP2=self.environ.attachNewNode(cNode2)
        
        self.picker = CollisionTraverser()            #Make a traverser
        self.pq     = CollisionHandlerQueue()         #Make a handler
        #Make a collision node for our picker ray
        self.pickerNode = CollisionNode('mouseRay')
        #Attach that node to the camera since the ray will need to be positioned
        #relative to it
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        #Everything to be picked will use bit 1. This way if we were doing other
        #collision we could seperate it
        self.pickerNode.setFromCollideMask(BitMask32.allOn())
        self.pickerRay = CollisionRay()               #Make our ray
        self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node
        #Register the ray as something that can cause collisions
        self.picker.addCollider(self.pickerNP, self.pq)
        
        self.playerrocket = None
        self.enemyrocket = None
        
        self.enemyTurn = 0
        self.enemyDestAng = 180

        
        self.enemyHp = 3
        self.playerHp = 3
        
        #Collisions
        self.setupCollisions()
        
        self.playermoving = False
        
        
        #setup hud
        self.drawHud()
        
    def drawHud(self):
        
        #Player
        OnscreenText(text="Player Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.9), align=TextNode.ALeft, scale = .08)
        
        self.playerHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .84), scale = .12)
        self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        
        
        #Enemy
        OnscreenText(text="Enemy Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.7), align=TextNode.ALeft, scale = .08)
        
        self.enemyHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .64), scale = .12)
        self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        

    def updateGui(self):
    
        #player bar
        if self.playerHp == 2:
            self.playerHealthImg.setImage('Assets/Images/healthMedium.png')
            self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        elif self.playerHp == 1:
            self.playerHealthImg.setImage('Assets/Images/healthLow.png')
            self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        
        #enemy bar
        if self.enemyHp == 2:
            self.enemyHealthImg.setImage('Assets/Images/healthMedium.png')
            self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        elif self.enemyHp == 1:
            self.enemyHealthImg.setImage('Assets/Images/healthLow.png')
            self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        


    def setupCollisions(self):

        #player sphere
        cPlayerSphere = CollisionSphere(Point3(0, 0, .5), 10)
        cPlayerNode = CollisionNode("Player")
        cPlayerNode.addSolid(cPlayerSphere)
        
        cPlayerNode.setFromCollideMask(BitMask32.bit(4))
        cPlayerNode.setIntoCollideMask(BitMask32(20))
        
        cPlayerNP = self.player.attachNewNode(cPlayerNode)
        self.cTrav.addCollider(cPlayerNP, self.playerGroundHandler)
        #self.cTrav.addCollider(cPlayerNP, self.cRocketHandler)
        #cPlayerNP.show()
        
        
        #enemy sphere
        cEnemySphere = CollisionSphere(Point3(0, 0, .5), 10)
        cEnemyNode = CollisionNode("Enemy")
        cEnemyNode.addSolid(cEnemySphere)
        
        cEnemyNode.setFromCollideMask(BitMask32.bit(4))
        cEnemyNode.setIntoCollideMask(BitMask32(18))
        
        cEnemyNP = self.enemy.attachNewNode(cEnemyNode)
        self.cTrav.addCollider(cEnemyNP, self.enemyGroundHandler)
        #self.cTrav.addCollider(cEnemyNP, self.cRocketHandler)
        #cEnemyNP.show()
        

    def rocketCollision(self, task):
        """Check for rocket collisions with players and objects"""
        
        toRemove = []
        
        for i in range(self.cRocketHandler.getNumEntries()):
            entry = self.cRocketHandler.getEntry(i)
            #~ print entry		
            
            if entry.getFromNode().getName() == "PlayerRocket" and entry.getIntoNode().getName() == "Enemy":
                self.enemyHp -= 1
                self.updateGui()
                if self.enemyHp == 0:
                    print "Victory!"
                    OnscreenText(text="Victory!", style=2, fg=(0,1,0,1),
                    pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0))
                    self.playerHp += 5
		    #LerpFunc(end_game, fromData = 0, toData = 1, duration = 3.0,
			#blendType = 'noBlend', extraArgs = [], name = None)
                    taskMgr.remove("moveTask")
                    taskMgr.remove("shootTask")
                    #print "GAME OVER, YOU WIN"
                    #sys.exit(0) 
            elif entry.getFromNode().getName() == "EnemyRocket" and entry.getIntoNode().getName() == "Player":
                self.playerHp -= 1
                self.updateGui()
                if self.playerHp == 0:
                    #~ print "GAME OVER, YOU LOSE"
                    OnscreenText(text="Failure!", style=2, fg=(1,0,0,1),
                    pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0))
                    self.enemyHp += 5
                    taskMgr.remove("moveTask")
                    taskMgr.remove("shootTask")
            
            #Add to remove list
            if entry.getFromNodePath() not in toRemove:
                toRemove.append(entry.getFromNodePath())

        #remove
        for np in toRemove:
        
            if np.getNode(0).getName() == "PlayerRocket":
                if self.playerrocket:
                    self.playerrocket.kill_light()
                    #~ print "BOOM!, PLAYER ROCKET EXPLODED"
                    BoomSound.play()
                    RocketFire.stop()
                    Explosion.Explosion(self.playerrocket.rocket.getPos(), render)
                    self.playerrocket = None
                np.getParent().remove()
            
            else:
                if self.enemyrocket:
                    self.enemyrocket.kill_light()
                    #~ print "BOOM!, ENEMY ROCKET EXPLODED"
                    BoomSound.play()
                    RocketFire.stop()
                    Explosion.Explosion(self.enemyrocket.rocket.getPos(), render)
                    self.enemyrocket = None
                np.getParent().remove()
            
        self.cRocketHandler.clearEntries()
        
        return Task.cont
    
    def shootPlayerRocket(self):
        """Shoot a player rocket"""
        
        #Check to see if we can access the mouse. We need it to do anything else
        if base.mouseWatcherNode.hasMouse():
            #get the mouse position
            mpos = base.mouseWatcherNode.getMouse()
          
            #Set the position of the ray based on the mouse position
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())

            #Do the actual collision pass
            pickerpoint=Point3(0,0,0)
            self.picker.traverse(render)

            for i in range(self.pq.getNumEntries()):
                entry = self.pq.getEntry(i)
                if entry.getFromNode().getName() == "mouseRay" and entry.getIntoNode().getName()=="terrain":
                    pickerpoint=entry.getSurfacePoint(render)
            direction=pickerpoint-Point3(self.player.getX(), self.player.getY(), self.player.getZ()+0.5)
            #~ if self.playerrocket is None:
                #~ angle = math.radians(self.player.getH())
            playerpos=self.player.getPos()
            self.playerrocket = Rocket.Rocket(Point3(playerpos.getX(), playerpos.getY(), playerpos.getZ()+0.5), direction, "PlayerRocket", render)
            self.playerrocket.setupCollision(self.cTrav, self.cRocketHandler)
            RocketFire.play()
            
            if self.player.getCurrentAnim()=="drive":
                self.player.play("drivefire")
            else:
                self.player.play("fire")
            
    def shootEnemyRocket(self):
        """Shoot a enemy rocket"""
   
        if not (self.enemyrocket) and self.enemyrockettiming <= globalClock.getFrameTime() :
            #~ angle = math.radians(self.enemy.getH())
            #~ self.enemyrocket = Rocket.Rocket(self.enemy.getPos(), angle, "EnemyRocket", render)
            #~ self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler)
            direction = self.player.getPos() - self.enemy.getPos()
            enemyPos = self.enemy.getPos()
            self.enemyrocket = Rocket.Rocket(enemyPos + Point3(0,0,.5),direction,"EnemyRocket",render)
            self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler)
            RocketFire.play()
            self.enemy.play("drivefire")
            self.enemyrockettiming = globalClock.getFrameTime() + 2.0
        
    
    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    
    def shoot(self, task):
        elapsed = task.time - self.prevShotTime
        if(self.keyMap["shoot"]!=0 and elapsed > 1):
            self.shootPlayerRocket()
            self.prevShotTime = task.time
            
        return Task.cont
    
    def playerLights(self):
        if self.playerlightson:
            self.playerleftlight.node().setColor(Vec4(0,0,0,1))
            self.playerrightlight.node().setColor(Vec4(0,0,0,1))
            self.playerlightson=0
        else:
            self.playerleftlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.playerrightlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.playerlightson=1
    def enemyLights(self):
        if self.enemylightson:
            self.enemyleftlight.node().setColor(Vec4(0,0,0,1))
            self.enemyrightlight.node().setColor(Vec4(0,0,0,1))
            self.enemylightson=0
        else:
            self.enemyleftlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.enemyrightlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.enemylightson=1
        
    def enemyMove(self, task):
        elapsed = task.time - self.prevEnemyMoveTime

        startpos = self.enemy.getPos()
        
        #Calculate distance to the enemy
        distvec = self.player.getPos() - self.enemy.getPos()
        distvec.setZ(0)
        dist = distvec.length()
        
        backward = self.enemy.getNetTransform().getMat().getRow3(1)
        backward.setZ(0)
        backward.normalize()
        
        #Drive!
        if self.enemy.getCurrentAnim() is None:
            self.enemy.loop("drive")
            
        #Find the vector from the enemy to the player, then find the angle of that vector
        vec = self.enemy.getPos() - self.player.getPos()
        angle = math.degrees(math.atan2(vec.getX(), vec.getY()))

        #Find the angle left to turn according to the enemy's current angle
        angleToPlayer = (-self.enemy.getH() - angle) % 360
        
        #Fire rocket if within 60 degree arc of player
        #~ print angleToPlayer
        if angleToPlayer < 30 or angleToPlayer > 330:
            self.shootEnemyRocket()
        
        #AI control code starts here
        
        #enemyTurn is zero for heading straight, -1 to turn full left, +1 to turn full right
        #Turning rate is currently maxed at 100 degrees per second
        #drivedir is for forward (1) or backward (-1)
        #Wall avoidance stuff
        enemyTurn=0
        myh=self.player.getH()%360
        print myh
        if abs(self.enemy.getPos().getX())>19 or abs(self.enemy.getPos().getX())>19:
            drivedir=-1.0
        else:
            drivedir=1.0
        if self.playerrocket:
            playerpos=self.player.getPos()
            if playerpos.getX()>12.5 and (myh<90 or myh>270):
                self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180)
                print 1
            elif playerpos.getX()<12.5 and not (myh<90 or myh>270):
                self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180)
                print 2
            elif playerpos.getY()>12.5 and myh<180:
                self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90)
                print 3
            elif playerpos.getY()<12.5 and myh>180:
                self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270)
                print 4
        elif self.enemy.getPos().getX()>12.5 and (myh<90 or myh>270):
            self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180)
            print 5
        elif self.enemy.getPos().getX()<-12.5 and not (myh<90 or myh>270):
            self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180)
            print 6
        elif self.enemy.getPos().getY()>12.5 and myh<180:
            self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90)
            print 7
        elif self.enemy.getPos().getY()<-12.5 and myh>180:
            self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270)
            print 8
        elif not(math.fabs(self.enemyDestAng - angleToPlayer) > 3 and math.fabs(self.enemyDestAng - angleToPlayer) < 357):
            print 9
            self.enemyTurn = 0
        else:
            print 10
            if dist > 5:
                self.enemyDestAng = 0
                if angleToPlayer  > 1  and angleToPlayer <= 180:
                    #Turn left
                    self.enemyTurn = -0.5
                elif angleToPlayer > 180 and angleToPlayer < 359:
                    #Turn right
                    self.enemyTurn = 0.5
                
            elif dist < 5:
                self.enemyDestAng = 180
                if angleToPlayer  >= 0  and angleToPlayer < 179:
                    #Turn left
                    self.enemyTurn = 0.5
                elif angleToPlayer > 181 and angleToPlayer < 360:
                    #Turn right
                    self.enemyTurn = -0.5
        #Replace later
        #drivedir=1.0
        
        #End of AI code
        
        #Enemy always tries to move forward, regardless of where the player is
        self.enemy.setPos(self.enemy.getPos() - backward*(drivedir*elapsed*5))
        self.enemy.setH(self.enemy.getH() - elapsed *100.0*self.enemyTurn)
        EnemyRunning.play()
        
        
        self.cTrav.traverse(render)
        
        entries = []
        terrain = []
        for i in range(self.enemyGroundHandler.getNumEntries()):
            entry = self.enemyGroundHandler.getEntry(i)
            if entry.getFromNode().getName() == "enemyRay":
                terrain.append(entry)
            elif entry.getFromNode().getName() == "Enemy" and entry.getIntoNode().getName() != "terrain":
                entries.append(entry)
        terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))

        if (len(entries)>0):
            self.enemy.setPos(startpos)
        if (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"):
            self.enemy.setZ(terrain[0].getSurfacePoint(render).getZ()+.5)
        else:
            self.enemy.setPos(startpos)
            
        # Store the task time and continue.
        self.prevEnemyMoveTime = task.time
        return Task.cont

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def playerMove(self, task):
        
        elapsed = task.time - self.prevtime
        
        base.camera.lookAt(self.player)
        camright = base.camera.getNetTransform().getMat().getRow3(0)
        camright.normalize()
            

        # save player's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.player.getPos()
        
        
        # If a move-key is pressed, move player in the specified direction.

        if ((self.keyMap["left"]!=0) & (self.keyMap["forward"]!=0)):
            self.player.setH(self.player.getH() + elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        elif((self.keyMap["left"]!=0) & (self.keyMap["backward"]!=0)):
            self.player.setH(self.player.getH() - elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        if ((self.keyMap["right"]!=0) & (self.keyMap["forward"]!=0)):
            self.player.setH(self.player.getH() - elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        elif ((self.keyMap["right"]!=0) & (self.keyMap["backward"]!=0)):
            self.player.setH(self.player.getH() + elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        if (self.keyMap["forward"]!=0):
            backward = self.player.getNetTransform().getMat().getRow3(1)
            backward.setZ(0)
            backward.normalize()
            self.player.setPos(self.player.getPos() - backward*(elapsed*5))
            Running.play()
            Idling.stop()
            self.playermoving = True
        if (self.keyMap["backward"]!=0):
            backward = self.player.getNetTransform().getMat().getRow3(1)
            backward.setZ(0)
            backward.normalize()
            self.player.setPos(self.player.getPos() + backward*(elapsed*5))
            Idling.stop()
            Running.play()
            self.playermoving = True
        if (self.keyMap["backward"]==0 and self.keyMap["forward"]==0 and self.keyMap["left"]==0 and self.keyMap["right"]==0):
            Running.stop()
            Idling.play() 
            self.playermoving = False
            if self.player.getCurrentAnim()=="drive":
                self.player.stop()
                #print "STOP MOVING"
                
        
        #DRIVE!
        if self.player.getCurrentAnim() is None and self.playermoving:
            self.player.loop("drive")
            #print "DRIVE ON!"

            
        dist = 10.0
        angle = math.radians(self.player.getH()) + math.pi
        dx = dist * math.sin(angle)
        dy = dist * -math.cos(angle)
        dest = Point3(self.player.getX() + dx, self.player.getY() + dy, self.player.getZ()+1)
        base.camera.setPos(dest)

        # If player is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
            if self.isMoving is False:
                #self.player.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                #self.player.stop()
                #self.player.pose("walk",5)
                self.isMoving = False

        # If the camera is too far from player, move it closer.
        # If the camera is too close to player, move it farther.
        
        camvec = self.player.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 20.0):
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-20))
            camdist = 20.0
        if (camdist < 10.0):
            base.camera.setPos(base.camera.getPos() - camvec*(10-camdist))
            camdist = 10.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust player's Z coordinate.  If player's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.
        
        terrain = []
        entries = []
        for i in range(self.playerGroundHandler.getNumEntries()):
            entry = self.playerGroundHandler.getEntry(i)
            if entry.getFromNode().getName() == "playerRay":
                terrain.append(entry)
            elif entry.getFromNode().getName() == "Player" and entry.getIntoNode().getName() != "terrain":
                entries.append(entry)
        terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))     
        
        if (len(entries)>0):
            self.player.setPos(startpos)
        elif (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"):
            self.player.setZ(terrain[0].getSurfacePoint(render).getZ()+.5)
        else:
            self.player.setPos(startpos)
            
        # Keep the camera at one foot above the terrain,
        # or two feet above player, whichever is greater.
        
        entries = []
        for i in range(self.camGroundHandler.getNumEntries()):
            entry = self.camGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+ 1.5)
        if (base.camera.getZ() < self.player.getZ() + 2.5):
            base.camera.setZ(self.player.getZ() + 2.5)
            
        # The camera should look in player's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above player's head.
        
        self.floater.setPos(self.player.getPos())
        self.floater.setZ(self.floater.getZ()+1)
        base.camera.lookAt(self.floater)

        # Store the task time and continue.
        self.prevtime = task.time
        
        return Task.cont
예제 #9
0
class thirdPerson(DirectObject):
    def __init__(self, parserClass, mainClass, mapLoaderClass,
                 modelLoaderClass):
        self.switchState = False

        #self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph", {
                "run": "data/models/units/ralph/ralph-run",
                "walk": "data/models/units/ralph/ralph-walk"
            })
        self.ralph.reparentTo(render)
        #		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
        #self.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # Uncomment this line to see the collision rays
        #		self.ralphGroundColNp.show()
        #		self.camGroundColNp.show()

        #Uncomment this line to show a visual representation of the
        #collisions occuring
        #		self.cTrav.showCollisions(render)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        taskMgr.add(self.move,
                    "movingTask",
                    extraArgs=[
                        mainClass, parserClass, mapLoaderClass,
                        modelLoaderClass
                    ])

    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def move(self, mainClass, parserClass, mapLoaderClass, modelLoaderClass):
        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + elapsed * 300)
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - elapsed * 300)
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -(elapsed * 50))  #25))
        if (self.keyMap["backward"] != 0):
            self.ralph.setY(self.ralph, +(elapsed * 20))

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] !=
                                             0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True

        elif (self.keyMap["backward"] != 0):
            if self.isMoving is False:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))

        if (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:4]
                                   == "tile"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())

        elif (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:5]
                                     == "solid"):
            self.ralph.setPos(startpos)
            x = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) -
                     6:len(entries[0].getIntoNode().getName()) - 4])
            y = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) - 2:])
            if (mapLoaderClass.tileArray[y][x].drillTime != None):
                mainClass.changeTile(mapLoaderClass.tileArray[y][x], 0,
                                     parserClass, modelLoaderClass,
                                     mapLoaderClass)
        else:
            self.ralph.setPos(startpos)

        self.ralph.setP(0)
        return Task.cont
예제 #10
0
class DistributedFort(DistributedBattleAvatar.DistributedBattleAvatar):
    notify = directNotify.newCategory('DistributedFort')
    endingR = 60
    zeroHpR = 90
    HpTextGenerator = TextNode('HpTextGenerator')
    HpTextEnabled = 1

    def __init__(self, cr):
        DistributedBattleAvatar.DistributedBattleAvatar.__init__(self, cr)
        self.island = None
        self.name = PLocalizer.NavyFortName
        self.level = 1
        self.meterHp = self.maxHp
        self.hpMeter = None
        self.meterMp = 0
        self.maxMojo = 0
        self.currentAttack = 0
        self.drawbridges = []
        self.smoke = None
        self.islandRequest = None
        self.islandDependedObjectsSetup = 0
        self.hpTextNodes = []
        self.hpTextIvals = []

    def delete(self):
        DistributedBattleAvatar.DistributedBattleAvatar.delete(self)
        if self.smoke:
            self.smoke.destroy()
            self.smoke = None

        if self.hpMeter:
            self.hpMeter.destroy()
            self.hpMeter = None

        if self.islandRequest:
            self.cr.relatedObjectMgr.abortRequest(self.islandRequest)

    def setIslandId(self, islandId):
        self.islandId = islandId

    def getNameText(self):
        return ''

    def setObjKey(self, objKey):
        self.objKey = objKey

    def loadModel(self):
        DistributedBattleAvatar.DistributedBattleAvatar.loadModel(self)

    def createGameFSM(self):
        self.gameFSM = BattleAvatarGameFSM.BattleAvatarGameFSM(self)

    def announceGenerate(self):
        self.notify.debug('announceGenerate')
        self.battleTubeRadius = 50.0
        self.battleTubeHeight = 100.0
        DistributedBattleAvatar.DistributedBattleAvatar.announceGenerate(self)
        self.cr.relatedObjectMgr.abortRequest(self.islandRequest)
        self.islandRequest = self.cr.relatedObjectMgr.requestObjects(
            [self.islandId], eachCallback=self._DistributedFort__gotIsland)

    def disable(self):
        DistributedBattleAvatar.DistributedBattleAvatar.disable(self)
        self.island = None
        self.fortNode = None
        self.islandDependedObjectsSetup = 0

    def _DistributedFort__gotIsland(self, island):
        self.notify.debug('__gotIsland %s' % island)
        self.islandRequest = None
        if island.lastZoneLevel == 0:
            self._DistributedFort__setupIslandDependentObjects()
        else:
            self.cr.distributedDistrict.worldCreator.registerPostLoadCall(
                self._DistributedFort__setupIslandDependentObjects)

    def _DistributedFort__setupIslandDependentObjects(self):
        self.notify.debug('setupIslandDependentObjects')
        if not self.areDrawbridgesLoaded():
            self.cr.distributedDistrict.worldCreator.registerPostLoadCall(
                self._DistributedFort__setupIslandDependentObjects)
            self.notify.debug(
                'no drawbridges yet, registering another post load call')
            return None

        self.notify.debug('drawbridges are in render')
        self.setupCollisions()
        self.setupDrawbridges()
        self.islandDependedObjectsSetup = 1

    def readyToGo(self):
        if self.islandDependedObjectsSetup == 1:
            pass
        return self.isGenerated()

    def smoothPosition(self):
        DistributedReputationAvatar.smoothPosition(self)

    def setupCollisions(self):
        self.notify.debug('setupCollisions')
        self.island = base.cr.doId2do.get(self.islandId)
        if not self.island:
            self.notify.warning("Couldn't find island %d" % self.islandId)
            return None

        self.fortNode = self.island.find('**/=uid=%s' % self.objKey)
        if self.fortNode == self.fortNode.notFound():
            self.notify.warning("Couldn't find fort uid %s" % self.objKey)
            return None

        allColls = self.fortNode.findAllMatches('**/*collision*')
        if allColls.getNumPaths() == 0:
            allColls = self.fortNode.findAllMatches('**/*Col_*')

        oldBitMask = allColls.getCollideMask()
        newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
        allColls.setCollideMask(newBitMask)
        for index in xrange(allColls.getNumPaths()):
            nodePath = allColls[index]
            nodePath.setTag('objType', str(PiratesGlobals.COLL_FORT))
            nodePath.setTag('fortId', str(self.doId))

    def getNameText(self):
        pass

    def gotHitByProjectile(self, hitObject, entry, skillId, ammoSkillId):
        fn = entry.getFromNodePath()
        fortId = fn.getNetTag('fortId')
        if fortId:
            fortId = int(fortId)

        if fortId == self.doId:
            return None

        if fortId and fortId > 0:
            return None

        self.sendHitByProjectile(skillId, ammoSkillId)

    def sendHitByProjectile(self, skillId, ammoSkillId):
        if self.hp > 0:
            self.sendUpdate('hitByProjectile', [skillId, ammoSkillId])

    def getLevel(self):
        return self.level

    def setupHpMeter(self):
        if self.hpMeter:
            return None

        zAdj = 50
        self.smokeZAdj = zAdj
        self.fortPart = self.fortNode.find('**/top_interior_wall_collision')
        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find('**/col_TopFloor1')

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find('**/pPlane4')
            zAdj = 150
            self.smokeZAdj = 100

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find('**/*tower*')

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find('**/*buttress*')

        if self.fortPart.isEmpty():
            self.fortPart = self.fortNode.find('**/*floor*')

        fortPartBounds = self.fortPart.getBounds()
        self.hpAnchor = NodePath('hpAnchor')
        self.hpAnchor.setPos(fortPartBounds.getApproxCenter())
        self.hpAnchor.setZ(self.hpAnchor.getZ() + zAdj)
        self.hpAnchor.reparentTo(self.fortNode)
        self.hpMeter = HpMeter.HpMeter(fadeOut=0,
                                       parent=self.hpAnchor,
                                       originAtMidPt=True)
        self.hpMeter.setScale(200)
        self.hpMeter.setBin('fixed', 130)
        self.hpMeter.setDepthWrite(False)
        myEffect = BillboardEffect.make(Vec3(0, 0, 1), True, False, 150,
                                        NodePath(), Point3(0, 0, 0))
        self.hpMeter.node().setEffect(myEffect)
        self.hpMeter.update(self.hp, self.maxHp)
        self.hideFortHpMeter()

    def setHp(self, hp, quietly=0):
        DistributedBattleAvatar.DistributedBattleAvatar.setHp(
            self, hp, quietly)
        if self.isGenerated():
            if not self.hpMeter:
                self.setupHpMeter()

            self.hpMeter.update(self.hp, self.maxHp)
            if self.drawbridges:
                self.updateDrawbridges()

            if self.hp < self.maxHp:
                self.updateSmoke()

            if self.hp <= 0:
                self.hpMeter.hide()

    def takeDamage(self, hpLost, pos, bonus=0):
        DistributedBattleAvatar.DistributedBattleAvatar.takeDamage(
            self, hpLost, pos, bonus)

    def died(self):
        if self.cr and self.cr.wantSpecialEffects != 0:
            shipDebrisEffect = ShipDebris.getEffect()
            if shipDebrisEffect and not self.hpAnchor.isEmpty():
                shipDebrisEffect.reparentTo(self.hpAnchor)
                shipDebrisEffect.setZ(shipDebrisEffect.getZ() - self.smokeZAdj)
                shipDebrisEffect.endPlaneZ = 0
                shipDebrisEffect.play()

    def hideFortHpMeter(self):
        if self.hpMeter:
            self.hpMeter.hide()

    def showFortHpMeter(self):
        if self.hpMeter:
            self.hpMeter.show()

    def getInventory(self):
        pass

    def setupDrawbridgeCollisions(self, dbName, drawbridge):
        curNodePath = drawbridge
        oldBitMask = curNodePath.getCollideMask()
        newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
        newBitMask = newBitMask & ~(PiratesGlobals.ShipCollideBitmask)
        curNodePath.setCollideMask(newBitMask)
        curNodePath.setTag('objType', str(PiratesGlobals.COLL_FORT))
        curNodePath.setTag('fortId', str(self.doId))
        shipCollider = drawbridge.find('**/*shipcollide*;+s')
        if shipCollider.isEmpty():
            self.notify.warning(
                'setupDrawbridgeCollisions could not find ship collider for %s'
                % dbName)

        tempStr = 'drawbridge_pier'
        lenTemp = len(tempStr)
        suffix = dbName[lenTemp:]
        otherParts = ('crane_island', 'crane1_island', 'drawbridge_fort',
                      'crane_fort', 'crane1_fort', 'drawbridge_fort')
        for otherPart in otherParts:
            nodeName = otherPart + suffix
            curNodePath = render.find('**/%s' % nodeName)
            if curNodePath.isEmpty():
                self.notify.warning(
                    "setupDrawbridgeCollisions() couldn't find nodepath %s" %
                    nodeName)
                continue
            oldBitMask = curNodePath.getCollideMask()
            newBitMask = oldBitMask | PiratesGlobals.TargetBitmask
            curNodePath.setCollideMask(newBitMask)
            curNodePath.setTag('objType', str(PiratesGlobals.COLL_FORT))
            curNodePath.setTag('fortId', str(self.doId))

    def setupDrawbridges(self):
        if TreasureMapBlackPearlGlobals.DrawbridgeDict.has_key(self.objKey):
            dbTuple = TreasureMapBlackPearlGlobals.DrawbridgeDict[self.objKey]
            for dbName in dbTuple:
                drawbridge = render.find('**/%s' % dbName)
                if drawbridge.isEmpty():
                    self.notify.warning("couldn't find drawbridge %s" % dbName)
                    continue
                self.drawbridges.append(drawbridge)
                self.setupDrawbridgeCollisions(dbName, drawbridge)

    def areDrawbridgesLoaded(self):
        retval = True
        if TreasureMapBlackPearlGlobals.DrawbridgeDict.has_key(self.objKey):
            dbTuple = TreasureMapBlackPearlGlobals.DrawbridgeDict[self.objKey]
            for dbName in dbTuple:
                drawbridge = render.find('**/%s' % dbName)
                if drawbridge.isEmpty():
                    retval = False
                    continue

        return retval

    def updateDrawbridges(self):
        for drawbridge in self.drawbridges:
            if self.hp <= 0:
                if base.options.getSpecialEffectsSetting(
                ) >= base.options.SpecialEffectsHigh:
                    smokeEffect = SmokeExplosion.getEffect()
                    if smokeEffect:
                        smokeEffect.reparentTo(render)
                        smokeEffect.setPos(drawbridge, 0, 0, 0)
                        smokeEffect.spriteScale = 1.0
                        smokeEffect.play()

                posHprIval = LerpPosHprInterval(
                    drawbridge, 1.0,
                    Vec3(drawbridge.getX(), drawbridge.getY(),
                         drawbridge.getZ() - 130.0),
                    Vec3(drawbridge.getH(),
                         drawbridge.getP() - 360.0,
                         drawbridge.getR() + 15))
                posHprIval.start()
                continue

    def debugMissing(self):
        wi = render.find('**/whole_island')
        allChildren = wi.getChildren()
        for index in xrange(allChildren.getNumPaths()):
            np = allChildren.getPath(index)
            if not np.isHidden():
                print np
                np.hide()
                break
                continue

    def setDrawbridgesR(self, r):
        for drawbridge in self.drawbridges:
            drawbridge.setR(r)

    def setDrawbridgesLerpR(self, r):
        angle = 0
        if r == 1:
            angle = -70

        for drawbridge in self.drawbridges:
            if drawbridge.getR() == angle:
                return None

            ival = LerpHprInterval(
                drawbridge, 4.0,
                Vec3(drawbridge.getH(), drawbridge.getP(), angle))
            ival.start()

    def hideDrawbridges(self):
        for drawbridge in self.drawbridges:
            drawbridge.hide()

    def updateSmoke(self):
        if self.hp < self.maxHp:
            self.startSmoke()
            if self.smoke:
                density = 1 - float(self.hp) / self.maxHp
                self.smoke.setDensity(density)

    def startSmoke(self):
        if not self.smoke:
            self.smoke = BlackSmoke.getEffect()
            if self.smoke:
                self.smoke.reparentTo(self.hpAnchor)
                self.smoke.setZ(-(self.smokeZAdj))
                self.smoke.startLoop()

    def setupRadarGui(self):
        self.hpAnchor.setTag('avId', str(self.doId))
        self.setTeam(PiratesGlobals.NAVY_TEAM)

    def initializeBattleCollisions(self):
        pass

    def setLevel(self, level):
        self.level = level

    def printExpText(self, totalExp, colorSetting, basicPenalty, crewBonus,
                     doubleXPBonus, holidayBonus, potionBonus):
        taskMgr.doMethodLater(
            0.5, self.showHpText, self.taskName('printExp'), [
                totalExp, 4, 6.0, 1.0, basicPenalty, crewBonus, doubleXPBonus,
                holidayBonus, potionBonus
            ])

    def showHpText(self,
                   number,
                   bonus=0,
                   duration=2.0,
                   scale=1.0,
                   basicPenalty=0,
                   crewBonus=0,
                   doubleXPBonus=0,
                   holidayBonus=0,
                   potionBonus=0):
        if self.isEmpty():
            return None

        distance = camera.getDistance(self)
        scale *= max(1.0, distance / 50.0)
        height = self.hpAnchor.getZ() + 25.0
        startPos = Point3(0, 0, height / 4)
        destPos = Point3(0, 0, height / 2)
        newEffect = None

        def cleanup():
            if newEffect in self.textEffects:
                self.textEffects.remove(newEffect)

        mods = {}
        if basicPenalty > 0:
            mods[TextEffect.MOD_BASICPENALTY] = basicPenalty

        if crewBonus > 0:
            mods[TextEffect.MOD_CREWBONUS] = crewBonus

        if doubleXPBonus > 0:
            mods[TextEffect.MOD_2XPBONUS] = doubleXPBonus

        if holidayBonus > 0:
            mods[TextEffect.MOD_HOLIDAYBONUS] = holidayBonus

        newEffect = TextEffect.genTextEffect(self.hpAnchor,
                                             self.HpTextGenerator,
                                             number,
                                             bonus,
                                             self.isNpc,
                                             cleanup,
                                             startPos,
                                             destPos,
                                             scale,
                                             modifiers=mods)
        if newEffect:
            self.textEffects.append(newEffect)
예제 #11
0
class World(DirectObject):
    def __init__(self):
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # enable physics (and particle) engine

        self.throwMode = False
        self.freelook = False

        self.score = OnscreenText('0',
                                  pos=(-1.32, 0.9),
                                  fg=(1, 1, 1, 1),
                                  bg=(0, 0, 0, 0.5),
                                  scale=0.1,
                                  align=TextNode.ALeft)

        # Load the environment in which Eve will walk. Set its parent
        # to the render variable so that it is a top-lplayerl node.
        self.env = loader.loadModel('models/world/world.egg.pz')
        self.env.reparentTo(render)
        self.env.setPos(0, 0, 0)

        self.createCollisionHandlers()

        # Create an Actor instance for Eve. We also specify the animation
        # models that we want to use as a dictionary, where we can use to
        # keys to refer to the animations later on. The start point of Eve
        # is hardcoded in the world model somewhere, so we look that up.
        self.player = Eve('Eve', self,
                          self.env.find('**/start_point').getPos())
        #self.player.nodePath.setZ(self.player.nodePath.getZ() + 10)
        self.player.nodePath.reparentTo(render)

        # Create a floater object that always floats 2 units above Eve.
        # We make sure that it is attached to Eve by reparenting it to
        # Eve's object instance.
        self.floater = NodePath(PandaNode('floater'))
        self.floater.reparentTo(self.player.nodePath)
        self.floater.setZ(self.floater.getZ() + 2)

        # load baseball
        self.baseball = Baseball('baseball', self,
                                 self.player.nodePath.getPos())
        self.baseball.nodePath.reparentTo(render)
        self.player.pickUpItem(self.baseball)

        # Load the panda bear
        self.panda = Panda('panda', self, self.player.nodePath.getPos())
        self.panda.nodePath.reparentTo(render)

        # Disable controlling the camera using the mouse. Note that this does
        # not disable the mouse completely, it merely disables the camera
        # movement by mouse.
        base.disableMouse()

        self.hideMouseCursor()

        # Set the initial position for the camera as X, Y and Z values.
        base.camera.setPos(self.player.nodePath.getX(),
                           self.player.nodePath.getY() + 10, 2)

        # Disable modifier button compound events.
        base.mouseWatcherNode.setModifierButtons(ModifierButtons())
        base.buttonThrowers[0].node().setModifierButtons(ModifierButtons())

        # Register any control callbacks.
        self.accept('escape', sys.exit)
        self.accept('d', self.dropItem)
        self.accept('f', self.toggleFullscreen)

        self.accept('space', self.enterThrowMode)
        self.accept('space-up', self.leaveThrowMode)

        # Also make sure that we can, at any time, request the state (pressed
        # or not) for these keys.
        self.keys = keys.KeyStateManager()
        self.keys.registerKeys({
            'arrow_left': 'left',
            'arrow_right': 'right',
            'arrow_up': 'forward',
            'arrow_down': 'backward',
            'shift': 'shift',
            'r': 'reset'
        })

        self.mouse = mouse.MousePointerManager(0)

        # Schedule the move method to be executed in the game's main loop.
        taskMgr.add(self.update, 'update')

    def hideMouseCursor(self):
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def toggleFullscreen(self):
        props = WindowProperties()
        props.setFullscreen(not base.win.getProperties().getFullscreen())
        base.win.requestProperties(props)

    def enableFreelook(self):
        self.freelook = True

        # Make sure we reset the MouseMovementManager's last known mouse position,
        # so we don't get a huge delta on the first attempt.
        self.mouse.reset()

        base.camera.setP(0)

    def disableFreelook(self):
        self.freelook = False

    def createCollisionHandlers(self):
        # Create a new collision traverser instance. We will use this to determine
        # if any collisions occurred after performing movement.
        self.cTrav = CollisionTraverser()

        camGroundRay = CollisionRay()
        camGroundRay.setOrigin(0, 0, 1000)
        camGroundRay.setDirection(0, 0, -1)
        camGroundCol = CollisionNode('camRay')
        camGroundCol.addSolid(camGroundRay)
        camGroundCol.setFromCollideMask(BitMask32.bit(0))
        camGroundCol.setIntoCollideMask(BitMask32.allOff())
        camGroundColNp = base.camera.attachNewNode(camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(camGroundColNp, self.camGroundHandler)

        # register the collision pusher
        self.pusher = CollisionHandlerPusher()

        # register collision event pattern names
        self.pusher.addInPattern('col-%fn-into')

    def update(self, task):
        # get the time passed since the last frame
        timePassed = globalClock.getDt()

        # update player
        self.player.forceMove(timePassed)
        self.panda.forceMove(timePassed)

        # Do collision detection. This iterates all the collider nodes
        self.cTrav.traverse(render)

        # check if player's move is valid
        self.player.validateMove()
        self.panda.validateMove()

        # Set the initial position for the camera as X, Y and Z values.
        base.camera.setPos(self.player.nodePath.getPos())

        if self.throwMode:
            # Position the camera a bit above the ground.
            base.camera.setZ(base.camera, 1.5)

            if self.freelook:
                mx, my = self.mouse.getDelta()

                h = -mx * 0.1
                p = -my * 0.1

                base.camera.setHpr(base.camera, h, p, 0)
                self.player.nodePath.setH(self.player.nodePath, h)
            else:
                # Set the heading, pitch and roll of the camera.
                base.camera.setHpr(self.player.nodePath.getHpr())
        else:
            # Set the heading, pitch and roll of the camera.
            base.camera.setHpr(self.player.nodePath.getHpr())

            # Position the camera somewhat behind the player.
            base.camera.setY(base.camera, 10)

            # Make sure the camera is above the ground.
            camGroundEntry = self.getGroundEntry(self.camGroundHandler)
            if camGroundEntry is not None and camGroundEntry.getIntoNode(
            ).getName() == 'terrain':
                base.camera.setZ(
                    camGroundEntry.getSurfacePoint(render).getZ() + 1.5)

            # Let the camera look at the floater object above Eve.
            base.camera.lookAt(self.floater)

        return Task.cont

    def dropItem(self):
        self.player.dropItem()

    def getGroundEntry(self, collisionHandler):
        # Put all the collision entries into a Python list so we can sort it,
        # properly.
        entries = []
        for i in range(collisionHandler.getNumEntries()):
            entries.append(collisionHandler.getEntry(i))

        # Sort the list by the collision points' Z values, making sure the
        # highest value ends up at the front of the list.
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))

        if len(entries) > 0:
            return entries[0]
        else:
            return None

    def enterThrowMode(self):
        self.throwMode = True
        self.player.enterStrafeMode()
        self.enableFreelook()

    def leaveThrowMode(self):
        self.throwMode = False
        self.player.leaveStrafeMode()
        self.disableFreelook()
예제 #12
0
파일: entity.py 프로젝트: asceth/devsyn
class Entity(DirectObject, object):
  def __init__(self, model = None):
    self.prime = None
    if model != None:
      self.set_model(model)

  def get_model(self):
    return self.prime

  def set_model(self, model):
    if model != None:
      if isinstance(model, PandaNode):
        self.prime = NodePath(model)
      elif isinstance(model, NodePath):
        self.prime = model
      else:
        if Filename(model).exists():
          self.model = Filename(model).getBasenameWoExtension()
          path = model
        else:
          if isinstance(model, Filename):
            self.model = model.getBasenameWoExtension()
            path = model.getFullpath()
          else:
            path = APP_PATH + model

          print "path: ", path
          if Filename(path).exists():
            pass
          elif Filename(path + ".bam").exists():
            path += ".bam"
          elif Filename(path + ".bam.pz").exists():
            path += ".bam.pz"
          elif Filename(path + ".egg").exists():
            path += ".egg"
          elif Filename(path + ".egg.pz").exists():
            path += ".egg.pz"
          elif Filename(path + ".x").exists():
            path += ".x"
          else:
            print ":object(error): can't find model", model, "!"
            # Probably shouldn't exit because of this
            sys.exit(1)
          self.model = model
        self.prime = base.loader.loadModel(path)
        if self.prime == None:
          print ":object(error): can't load model", model, "!"
          # Probably shouldn't exit because of this
          sys.exit(1)

  def getX(self):
    return self.prime.getX(base.render)

  def getY(self):
    return self.prime.getY(base.render)

  def getZ(self):
    return self.prime.getZ(base.render)

  def getH(self):
    return self.prime.getH(base.render)

  def getP(self):
    return self.prime.getP(base.render)

  def getR(self):
    return self.prime.getR(base.render)

  def getSx(self):
    return self.prime.getSx(base.render)

  def getSy(self):
    return self.prime.getSy(base.render)

  def getSz(self):
    return self.prime.getSz(base.render)

  def getPos(self):
    return self.prime.getPos(base.render)

  def getHpr(self):
    return self.prime.getHpr(base.render)

  def getScale(self):
    return self.prime.getScale(base.render)

  def getCollideMask(self):
    return self.prime.getCollideMask()

  def getTransparency(self):
    return self.prime.getTransparency()

  def getTwoSided(self):
    return self.prime.getTwoSided()

  def getParent(self):
    return self.prime.getParent()

  def setX(self, *v):
    self.prime.setX(*v)

  def setY(self, *v):
    self.prime.setY(*v)

  def setZ(self, *v):
    self.prime.setZ(*v)

  def setH(self, *v):
    self.prime.setH(*v)

  def setP(self, *v):
    self.prime.setP(*v)

  def setR(self, *v):
    self.prime.setR(*v)

  def setSx(self, *v):
    self.prime.setSx(*v)

  def setSy(self, *v):
    self.prime.setSy(*v)

  def setSz(self, *v):
    self.prime.setSz(*v)

  def setPos(self, *v):
    self.prime.setPos(*v)

  def setHpr(self, *v):
    self.prime.setHpr(*v)

  def setScale(self, *v):
    self.prime.setScale(*v)

  def setCollideMask(self, *v):
    self.prime.setCollideMask(*v)

  def setTransparency(self, *v):
    self.prime.setTransparency(*v)

  def setTwoSided(self, *v):
    self.prime.setTwoSided(*v)

  def removeNode(self):
    self.prime.removeNode()

  def reparentTo(self, parent):
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if parent.startswith("render/"):
        parent = parent[7:]
        tv = parent
        parent = base.render.find(tv)
        if parent == NodePath():
          parent = base.render.find("**/" + tv)
    if parent != NodePath() and parent != None:
      self.prime.reparentTo(parent)

  def wrtReparentTo(self, parent):
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if parent.startswith("render/"):
        parent = parent[7:]
        tv = parent
        parent = base.render.find(tv)
        if parent == NodePath():
          parent = base.render.find("**/" + tv)
    if parent != NodePath():
      self.prime.reparentTo(parent)

  def attachTo(self, parent):
    """This attaches the object to another object/nodepath. The caller object stays at the same place, with the same scale and rotation,
    but they become relative to the other object/nodepath. This is useful with for example a character that steps onto a moving ship or so."""
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if(parent.startswith("render/")): parent = parent[7:]
      tv = parent
      parent = base.render.find(tv)
      if(parent == NodePath()):
        parent = base.render.find("**/" + tv)
    if(parent != NodePath()):
      self.prime.setPos(self.prime.getPos(parent))
      self.prime.setHpr(self.prime.getHpr(parent))
      self.prime.setScale(self.prime.getScale(parent))
      self.prime.reparentTo(parent)

  def hide(self):
    self.prime.hide()

  def show(self):
    self.prime.show()

  def __del__(self):
    try:
      if isinstance(self.prime, NodePath):
        self.prime.removeNode()
    except AttributeError: pass

  def __getstate__(self):
    return [self.model, self.getX(), self.getY(), self.getZ(), self.getH(),
            self.getP(), self.getR(), self.getSx(), self.getSy(),
            self.getSz(), self.getCollideMask().getWord(),
            self.getTransparency(), self.getTwoSided(), str(self.getParent())]

  def __setstate__(self, p):
    if len(p) < 14:
      print ":object(error): This state is not compatible with this version!"
      sys.exit(1)

    self.setModel(p[0])
    self.setX(p[1])
    self.setY(p[2])
    self.setZ(p[3])
    self.setH(p[4])
    self.setP(p[5])
    self.setR(p[6])
    self.setSx(p[7])
    self.setSy(p[8])
    self.setSz(p[9])
    self.setCollideMask(BitMask32(p[10]))
    self.setTransparency(p[11])
    self.setTwoSided(p[12])
    self.reparentTo(p[13])